elasticity
tech: elasticity - skin, does "crouch landings" a tiny bit more jump and move faster, +15% defense (replaces squirrel cage rotor) tech: diaphragm - skin, defense cycles between -33% and +100% requires aperture tungsten carbide 150->200 maximum health but now does "crouch landings" a more Zectron damage 80->100% and it does a bit less harm to player flip-flop, relay switch are no longer skins pause brings up the most recent in game console message in game console no longer fades out it just instantly goes on and off bug fixes
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@@ -976,7 +976,7 @@ const spawn = {
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// m.displayHealth();
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document.getElementById("health").style.display = "none"
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document.getElementById("health-bg").style.display = "none"
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document.getElementById("text-log").style.opacity = 0; //fade out any active text logs
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document.getElementById("text-log").style.display = "none"
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document.getElementById("fade-out").style.opacity = 1; //slowly fades out
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// build.shareURL(false)
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setTimeout(function() {
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@@ -2688,13 +2688,13 @@ const spawn = {
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mobs.spawn(x, y, 6, radius, "transparent");
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let me = mob[mob.length - 1];
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me.stroke = "transparent"; //used for drawSneaker
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me.eventHorizon = radius * 27; //required for blackhole
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me.eventHorizon = radius * 30; //required for blackhole
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me.seeAtDistance2 = (me.eventHorizon + 400) * (me.eventHorizon + 400); //vision limit is event horizon
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me.accelMag = 0.00012 * simulation.accelScale;
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me.frictionAir = 0.025;
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me.collisionFilter.mask = cat.player | cat.bullet //| cat.body
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me.memory = Infinity;
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Matter.Body.setDensity(me, 0.01); //extra dense //normal is 0.001 //makes effective life much larger
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Matter.Body.setDensity(me, 0.015); //extra dense //normal is 0.001 //makes effective life much larger
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me.do = function() {
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//keep it slow, to stop issues from explosion knock backs
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if (this.speed > 5) {
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@@ -2825,7 +2825,7 @@ const spawn = {
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me.collisionFilter.mask = cat.player | cat.bullet //| cat.body
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// me.frictionAir = 0.005;
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me.memory = 1600;
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Matter.Body.setDensity(me, 0.04); //extra dense //normal is 0.001 //makes effective life much larger
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Matter.Body.setDensity(me, 0.06); //extra dense //normal is 0.001 //makes effective life much larger
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me.onDeath = function() {
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//applying forces to player doesn't seem to work inside this method, not sure why
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powerUps.spawnBossPowerUp(this.position.x, this.position.y)
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